• Title/Summary/Keyword: practical interaction

Search Result 786, Processing Time 0.026 seconds

Punching shear strength of Reinforced concrete slabs subjected to Blaxial In-plane Tension (2축면내 인장력을 받는 철근콘크리슬래브의 펀칭전단강도)

  • Kim, Woo;Mo, Gui-Seok;Kim, Dae-Jung
    • Proceedings of the Korea Concrete Institute Conference
    • /
    • 1990.04a
    • /
    • pp.102-107
    • /
    • 1990
  • The research program is directed at studying the behavior and the strength of reinforced concrete slabs subjected to certain combination of punching shear and in-plane tension. Major variables to be investigated are the shear span to depth ratio of reinforced concrete slabs and the degree of the in-plane tensile force which is acting tangent to the slabs. The experimental results are used for understanding of the degree of the interaction between the two loadings, and for developing a new practical design equation.

  • PDF

Ultimate Strength of Composite Beams with Unreinforced Web Opening (유공 합성보의 극한강도식의 제안)

  • 김창호;박종원;김희구
    • Proceedings of the Korea Concrete Institute Conference
    • /
    • 1999.04a
    • /
    • pp.369-374
    • /
    • 1999
  • A practical approach of calculating the ultimate strength of composite beams with unreinforced web opening is proposed. In this method, the slab shear contribution at the opening is calculated as the smaller of the shear strength of the slab and the pullout capacity of the shear connectors at the high moment end. A simple interaction equation is used to predict the ultimate strength under simultaneous bending moment and shear force. Strength prediction by the proposed method is compared with previous test results and the predictions by other analytical method. The comparison shows that the proposed method predicts the ultimate capacity with resonable accuracy.

  • PDF

3D Display: From Autostereoscopic to True 3D

  • Qibin, Feng;Guoqiang, Lv;Yuehui, Hu
    • 한국정보디스플레이학회:학술대회논문집
    • /
    • 2008.10a
    • /
    • pp.139-142
    • /
    • 2008
  • Developing from stereoscopic to autostereoscopic, researchers on display technology are trying to provide more depth cues to viewer, leading to the advent of true 3D display. Volumetric 3D displays seem to be practical technology at present. Ultimate display will function like human vision system, with characteristics of providing all depth cues and free interaction.

  • PDF

Visualization of Unsteady Fluid Flows by Using Large Eddy Simulation

  • Kobayashi, Toshio;Taniguchi, Nobuyuki
    • Journal of Mechanical Science and Technology
    • /
    • v.15 no.12
    • /
    • pp.1750-1756
    • /
    • 2001
  • Three-dimensional and unsteady flow analysis is a practical target of high performance computation. As recently advances of computers, a numerical prediction by the large eddy simulation (LES) are introduced and evaluated for various engineering problems. Its advanced methods for the complex turbulent flows are discussed by several examples applied for aerodynamic designs, analysis of fluid flow mechanisms and their interaction to complex phenomena. These results of time-dependent and three-dimensional phenomena are visualized by interactive graphics and animations.

  • PDF

The Intention to Play Online Games in China (중국 게이머의 온라인게임 참여의도에 관한 연구)

  • Yoon, Ki-Chang;Xu, Hasisheng;Lim, Dal-Ho
    • The Journal of Industrial Distribution & Business
    • /
    • v.9 no.4
    • /
    • pp.63-72
    • /
    • 2018
  • Purpose - The purpose of this paper is to investigate the effects of online game properties, social interaction, and player satisfaction on intention to online games in Chinese gamers. Research design, data, and methodology - This study is an empirical analysis assuming that properties of online games, social interaction and satisfaction will induce Chinese gamers' intention to play online games. We set the relationship between the six variables as follows. First, the properties of online games, exogenous variables, were identified by three factors: entertainment, security, participation and challenge. Second, we had input social interaction among gamers as another exogenous variables. Third, the gamer's satisfaction of online games was added to the research model as a mediating variable between exogenous variables and endogenous variables. Finally, gamer's intention to play influenced by satisfaction and social interaction was used as final endogenous variable. The data used for the empirical analysis were collected through questionnaires for Chinese under age 35 who enjoy the online games. The data used in the research were finally extracted from 195 questionnaires. The collected data were tested through the analysis of the measurement model (Step 1) and the analysis of the structural model (Step 2). The covariance structure equation model (SEM) was used for the analysis. The measurement model and structural model were evaluated by the maximum likelihood method. Results - The results of the empirical analysis are as follows. The satisfaction of online games were entertainment and security had a significant effect to satisfaction; but participation and challenge and social interaction had no significant effect on satisfaction. The social interaction among gamers and the satisfaction with online games have a significant influence on the intention to play online games. As a result, the attributes of the game were affecting the intention to play the game after satisfaction. Social interaction influenced the intention to play online games rather than satisfaction itself. Conclusions - This study provide some practical implications for the new companies who want to enter the online game industry and seek to competitiveness in China, and provide theoretical implications on the role of interaction among gamers in the study of online games.

Student Satisfaction Study and Interrater Comparative Study on Patient-Physician Interaction Score of Clinical Performance Examination in Korean Medical Education (한의학 교육에서 진료수행평가에 대한 학생 만족도 및 환자 - 의사관계 점수의 채점자간 비교 연구)

  • Cho, Chung Sik
    • Journal of Physiology & Pathology in Korean Medicine
    • /
    • v.29 no.2
    • /
    • pp.152-159
    • /
    • 2015
  • As for medical education, not only acquirement of knowledge but also practical clinical competence is important because it is needed on primary medicine. Under this trend, Clinical Performance Examination(CPX) is already being practiced in medical college. But in spite of its importance, CPX is not yet practiced in Korean medical college. So, by contemplating necessity and outcome of CPX, We try to offer basic data for future imposition and improvement of CPX in Korean medical education. 49 students of grade 3 in a Daejeon Korean Medical College were targets of investigation. After educated about CPX in advance, They treated simulated patient and answered questionnaire about CPX. Then, their treatment was scored by Professor and simulated patients. Total 49 members responded to the survey and the results of the analysis were as follows. The answer that CPX is useful(Mean=4.12) and essential for acquiring professionalism of treatment(Mean=4.02) was got high scores. But many respondents replied about necessity of better CPX environment and felt difficulty about PPI(45%). Meanwhile, Professor group(Mean=9.24) tended to give more high score than Simulated patient group(Mean=7.94). This study can be very useful for composing basic data of CPX in Korean medical College and improving practical clinical competence of students. But this study has also some limits like area, respondent selection, group module etc. So, more detailed and comprehensive survey is needed. This work was supported by the Daejeon University Research Grant.

Characteristics of Online Child-Rearing Community and Their Effects on Community Loyalty and Purchase Intention of Baby Wear (온라인 육아 커뮤니티 특성요인이 커뮤니티 충성도와 유아복 구매의도에 미치는 영향)

  • Hwang, Ji-Hyun;Hwang, Choon-Sup
    • Journal of the Korean Society of Clothing and Textiles
    • /
    • v.34 no.7
    • /
    • pp.1138-1148
    • /
    • 2010
  • This study examines the characteristics of the online child-rearing community launched by the voluntary motivations of consumers, and the effects of those characteristics on community loyalty and the intentions to buy baby wear via community sites. The study was implemented by a descriptive survey method using an online questionnaire. The sample consisted of 212 members of online child-rearing communities. The data were analyzed by frequency, factor analysis, and regression analysis. Results are as follows. 1) It was found that there were four major factors of online child-rearing community characteristics, such as attachment/pleasure, practical/economy, interaction, and information. 2) All four factors had significant effects on community loyalty. 3) The factor attachment/pleasure had no significant effects on intentions to buy baby wear, but practical/economy, interaction and information had effects upon those intentions. 4) Loyalty to the online child-rearing community had significant effects on the intentions of community members to buy baby wear via the community site. In addition, online child-rearing community members are interested in information regarding baby wear as well as its purchase; this is why baby wear makers should perform cost efficient consumer group segmentation in a timely manner. In addition, it will be effective for their marketing activities to target such consumer groups as segmented.

Genetic Analysis of Taste of Korean Hot Pepper (한국 고추맛의 유전 분석)

  • Soh, Jae-Woo;Cho, Chi-Woong
    • Journal of agriculture & life science
    • /
    • v.46 no.6
    • /
    • pp.1-8
    • /
    • 2012
  • This study was carried out to determine the genic values of taste of Korean hot pepper (Capsicum annuum L.) in practical genetic resources of using to breed them. The two breeding materials of pepper, '#1803' ($P_1$) of prefer tastes and '#1532' ($P_2$) of ordinary taste, and their $F_1$, $F_2$ generations were used in this study. By using partitioning method it was possible to estimate, from the $F_2$ generation, the number of effective factor pairs differentiating the two parents. There were found to be differentiated by two effective factor pairs. In practical genetic resource of using to breed the Korean hot pepper, the heritance of pepper tastes showed that the $F_1$ was better than excellent parent by reason of over dominant, but some $F_2$ was better than both parent by transgressive segregation. As the result, the magnitude of genic effects of A-a gene in pepper tastes was 0.36, and B-b gene was 0.64. The tastes of Korean hot pepper showed a complex inheritance by interaction effect on the two non-allelic factors of 0.94 and secondary effect of 2.86 at the most.

A Study on the Application of Curriculum for Strengthening SWP for Adult Learners

  • Cho, Woo-Hong
    • Journal of the Korea Society of Computer and Information
    • /
    • v.26 no.2
    • /
    • pp.193-199
    • /
    • 2021
  • The purpose of this study was to apply a teaching method that fits the characteristics of learners through the improvement and application of subjects for reinforcing SWP, and to seek ways to strengthen field practice. As a result of the study, first, as a method of applying learner motivation, it is necessary to conduct discussions by inviting practitioners in the field, and to watch the progress of projects by type of social welfare site. Second, as a way to participate in learners, it is necessary to analyze excellent proposals, participate in events held at welfare sites, present various dilemma cases in the field, and try to overcome ethical dilemmas by sharing cases overcoming dilemma, and to make efforts to list practical skills required in social welfare field practice. Third, it is necessary to apply such methods as phone calls, e-campus, Kakao Talk, Zoom, and counseling techniques that are conducted in the case management process as a way to apply interaction, and discuss issues that are important in the welfare field.

Influences of Motivations on Interactivity in the Live Streaming Commerce

  • KIM, Juran
    • The Journal of Industrial Distribution & Business
    • /
    • v.12 no.10
    • /
    • pp.43-57
    • /
    • 2021
  • Purpose: This study focuses how motivations influence interactivity in the live streaming commerce context. Live streaming commerce involves the provision of e-commerce activities and transactions via a live streaming platform that offers real-time interaction, entertainment, social activities, and commerce. The purpose of study is to examine effects of motivations on perceived interactivity and the effects of perceived interactivity on attitude and intention to use the live streaming commerce. Research design, data and methodology: The study investigates key questions about consumers' motivation to use live streaming commerce and perceived interactivity by surveying 300 users of live commerce. Participants were asked whether they were live streaming commerce users who had experienced live streaming commerce before participating in the survey. The full survey required live streaming commerce users to respond to all the questions. Results: The study uncovered motivations for using live streaming commerce by finding information, entertainment, pass time, fashion/status and real time and perceived interactivity in the live streaming commerce. The results indicated motivation to use live streaming commerce positively influenced perceived interactivity. Perceived interactivity had positive effects on attitude toward brand. Attitude toward brand had positive effects on intention to use. Conclusions: Live streaming commerce is getting increasing attention from marketers because live streaming commerce has seamlessly integrated commerce, social activities, and hedonic factors. This study clarifies motivations and perceived interactivity in the live streaming commerce context. The study uncovers the relationships between motivations, perceived interactivity, attitude, and intention to use that contributes to the theoretical foundation and practical implications for marketing and management in the live streaming commerce context. Specifically, the study develops the theoretical contributions to perceived interactivity in the in the live streaming commerce context. The results also contribute to the practical implications for new marketing strategies that provides dynamic real-time interaction, exact information, and social and hedonic factors to attract consumers to indulge in the consumption processes. Marketing practitioners will obtain insights that can help them develop and manage brand strategies by understanding the influence of motivation and perceived interactivity in the live commerce context, which offers opportunities for contactless marketing and management.